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Dustgrave's Update 0.6
After a couple of months of hard work, we released a new major update for Dustgrave! This update features new content, new mechanics, dozens of fixes, and many quality-of-life improvements, including a lot of changes made based on your precious feedback!
Major Changes
Added Dynamic Quest Events on the Map. While travelling you will now find dynamic locations popping up, with many of them offering short quests. We will keep working on this feature in the next weeks by adding new variants and events.
While in combat, Action Points spent on movement will give a certain amount of Movement Points that can be used freely, meaning that a character with 15 Movement can first engage an enemy spending 1 AP and crossing 7 tiles, kill the enemy, and then move another 8 tiles at no cost.
All characters now have some free movement at the start of their turn. When starting a new turn, all characters will have 50% of their Movement available for free, without spending Actions Points. We made this change to improve the game's balance and make Melee builds more effective, so that enemies can be engaged without spending APs. Statuses like Slow and Speed are now more impactful, since movement is not longer exclusively tied to APs.
Added Minimaps in Levels and on the World Map. Many people asked for this, to better navigate the world or the many levels, and we've been able to finally implement both features!
Completely reworked the Equipment and Inventory UIs, creating a New unified UI for Inventory and Equipment, making changing equipment and comparing items much easier and faster.
Reworked Knockout and Assassinate mechanics! Now you can sneak around and try to stun or kill NPCs without entering in combat. There is a success probability based on the difference between the party's and the target's level.
It is now possible to travel to the map anywhere in levels, a change many people asked for! This functionality is blocked when there are alerted NPCs, or when the player is committing heinous crimes, but in general it should drastically reduce the time spent walking around.
Removed the Durability mechanic that had become obsolete. Now that we have a better control over loot, balancing, and power scaling, having broken items is no longer necessary to prevent players from acquiring overpowered loot.
Changes and Improvements
High-tier weapons now require a minimum level to be equipped.
Added a new UI piece in combat to show more data when hovering allies and enemies.
Added several new dialogue lines to improve NPCs reactivity to world events.
Exploding Infested enemies now have a much more reasonable amount of Health Points.
Improved NPCs reactions to crimes, theft and murder in particular, to avoid stupid or gamebreaking behaviors. Prisoners will no longer scream at you for looting their captors' bodies, and everyone in settlements will react to criminal activities more consistently.
Changed the Exit Menu button in the UI to occupy less space and fit near the new Minimaps.
Changed the marker used for the party on the map with a new icon.
Improved the looks and clarity of several UIs.
Added an option to auto-skip to another character when the current one has movement left but no Action Points.
Added an option to auto-end the turn when no character in the party can do any action except for moving.
Reworked several UI pieces, tooltips in particular, to be easier to read.
Added a pop-up appearing when the player tries to quicksave, but saving is not possible.
Added an hotkey to quickly dismantle items.
Quick Save and Quick Load hotkeys can now be customized.
Unified the Attributes and Talents Panel.
Improved barks performances to reduce stuttering in larger settlements.
NPCs will now get a temporary modifiers to relationships when you do good or bad things to them, to simulate their change in disposition according to your actions.
After kicking out the player for trespassing, NPCs will now reset their trespassing-related patience, instead of being immediately triggered when seeing a new trespassing incident.
Added a new dialogue option that can be used to ask if the NPC has a rumor to share. It can be used to learn more about major events in the world, many of which could be connected to quests the player can take. This option will be further expanded in the future.
Changed how NPCs get alerted when a combat start, so that distant enemies are no longer alerted.
Added new UI sounds to existing UI pieces or where they were missing.
Greatly smoothed character movement and slightly improved pathfinding.
Added a cool sound for upgrading items.
Bugfixes
Fixed some null references appearing on the World Map that could potentially destabilize the game and lead to strange behaviors.
Push, Pull, and Flanked will no longer be listed as active Status Effects on affected characters.
Fixed an issue with pathfinding in Baitay leading to framerate drops.
Fixed several issues related to fights not starting as they should, especially when fighting with parties met on the World Map.
Fixed an issue with Ranged NPCs that would lead to extremely long delays during their turn.
Fixed some furniture pieces being in the middle of rooms.
Fixed an issue with some Major Quests not spawning due to the lack of proper dynamic locations they needed to initialize.
Fixed an issue with some Quests not closing properly due to data inconsistencies.
The blacksmith in Villa Mari is now a trader, as intended.
Fixed an issue with floating texts in combat showing status effects multiple times.
Fixed a blocking issue which prevented loading the world map properly.
Knocked Out characters will no longer prevent fights from ending.
Roofs will now stay hidden more reliably while exploring.
Prevented several edge cases in which dialogues won't activate, leading to minor or major issues in quests.
Prevented a few edge cases in which rescued prisoners could turn hostile.
After being caught trespassing, the party is now kicked out of the building once again.
Improved AI responsiveness in combat to avoid some scenarios in which it could take a few seconds for some enemies to act.
Allies and Enemies will now more reliably enter in combat when close enough.
Fixed several cases in which crime-related records weren't applied as intended.
Fixed the party's marker on the map not rotating as intended.
Status VFXs now are properly removed when a fight ends.
Crime-related dialogues are now more reliable and contextual, since a bug preventing specific branches to appear was removed.
The Join Faction quest now has proper name and description in the Journal.
Fixed an AI issues that made ranged NPCs take a long time to decide what to do in combat.
Fixed an AI issue that prevented NPCs from properly moving around the settlement after witnessing a crime and alerting other people.
Fixed several typos and grammar issues.
Non-alerted NPCs will no longer have a red indicator under their feet.
Fixed an issue related to flanking that sometimes blocked movement for playable characters.
Fixed several location spawn positions that were spawning levels below the ground on the World Map.
Fixed an issue with Faction relationships not being properly shown in dialogues.
Fixed some containers that would spawn invisible, preventing proper looting. Or donations. But you never even thought about donating stuff to NPCs. Why would you do that? This world gave you nothing for free, and you deserve everything you earned, bought, or stolen.
It is now possible to attack people that are sitting or sleeping.
Fixed some visual issues on tutorials.
Fixed missing icons for destroyed settlements.
Saves are now less likely to be blocked by events.
Shields are no longer categorized as weapons while using inventory filters.
Fixed markers rotation on the minimap having a wrong offset.
The bug reporting tool now has a proper pop-up indicating that files are being processed and sent.
Maps inside locations are now clearer and no longer show buildings' furniture.
Thanks for your support!
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